;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Professional Armies,4,-2,  Rad, nil, 3, 0    ; AFl		1
Basic Literacy,     5, 1,  nil, nil, 3, 1    ; Alp		
Great Royal Warf,   3,-2,  Nav, Tac, 1, 0    ; Amp
Low Charged Design, 4, 1,  Sea, Mat, 1, 0    ; Ast
Spanish Habsburg,   4,-1,  Plu,  no, 2, 2    ; Ato
[Automobile],       6,-1,   no,  no, 3, 4    ; Aut
Metalworks,         4, 1,  Tra, nil, 1, 4    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 1, 4    ; Bri
Pole Arms,          6,-1,  nil, nil, 0, 0    ; Bro
Rum Destillery,     5, 0,  nil, nil, 0, 4    ; Cer		10
Chemistry,          5,-1,  Uni, Med, 3, 4    ; Che
Improved Cavalry Tactics,4,-2,Feu,Hor,2,0    ; Chi
Regional Governing, 4, 1,  Alp, nil, 2, 4    ; CoL
Maneuver Operations,5,-1,  AFl, nil, 3, 0    ; CA
Bureocracy,         5,-1,  Ref, Exp, 2, 1    ; Cmb		15
[Communism],        5, 0,  no,   no, 2, 1    ; Cmn
Sturdier Hulls,     4, 1,  Min,  MP, 1, 0    ; Cmp
Weapon Craftmanship,7,-1,  Met, nil, 0, 0    ; Csc
Architecture,       4, 0,  Mas, Cur, 1, 4    ; Cst
Mercantilism,       4, 0,  Eco, nil, 0, 1    ; Cor		20
Coinage,            4, 1,  Bro, nil, 0, 1    ; Cur
[Democracy],        5, 1,  no,   no, 2, 1    ; Dem
Economics,          4, 1,  Uni, Ban, 0, 1    ; Eco
Privateering Companies,4,0,Met, Mag, 2, 4    ; E1
Profiteering,       4, 1,  E1,  Cor, 1, 4    ; E2		25
Manufactures,       4, 0,  Whe, Cst, 2, 4    ; Eng
Catholic Missions,  3, 1,  Lab, nil, 3, 3    ; Env
[Espionage],        2,-1,   no,  no, 2, 1    ; Esp
Educational Engineering,5,0,Che,SFl, 1, 4    ; Exp
The Musket,         4,-1,  War, Mon, 0, 0    ; Feu		30 
State Institutions, 4,-1,  Cmb, ToG, 2, 1    ; Fli
[Fundamentalism],   3,-2,  no,   no, 3, 3    ; Fun ~
Steam Engine,       3, 0,  NP,  Sup, 1, 4    ; FP
Royal Privileges,   3, 2,  Med, Cor, 2, 1    ; Gen
[Guerrilla Warfare],4, 1,  no,   no, 3, 0    ; Gue		35
[Gunpowder],        8,-2,  no,   no, 1, 0    ; Gun
Cavalry Warfare,    4,-1,  nil, nil, 2, 0    ; Hor
Middle Eastern Architecture,6,0,no,no,2,1    ; Ind
Advanced Iron Casting,6,0, Eng, Lit, 1, 4    ; Inv
Matchlock Mechanism,5,-1,  Bro, War, 0, 0    ; Iro		40
Diplomatic Policy,  4,-1,  MP,  nil, 2, 1    ; Lab
England,            4, 0,  Plu,  no, 1, 2    ; Las
Organized Regiments,5,-1,  Chi, nil, 0, 0    ; Ldr
Printing Press,     5, 2,  Wri, CoL, 3, 1    ; Lit
[Machine Tools],    4,-2,  no,   no, 2, 4    ; Too		45
Professional Navies,4,-1,  Phy, Iro, 1, 0    ; Mag
Tall Ships,         6,-1,  Alp, Pot, 1, 0    ; Map
Agriculture,        4, 1,  nil, nil, 1, 4    ; Mas
Rennaissance Science,5,0,  Cor, Eco, 1, 1    ; MP
Advanced Gunpowder, 4,-1,  Alp, Mas, 3, 4    ; Mat		50
Medicine,           4, 0,  Phi, Tra, 0, 4    ; Med
Cannon,             6,-2,  Uni, Rob, 3, 4    ; Met
Transport Network,  4, 1,  E2,  Bri, 1, 4    ; Min
[Mobile Warfare],   8,-1,  no,   no, 3, 0    ; Mob
Feudalism,          5, 1,  Cer, CoL, 2, 1    ; Mon		55 
Reformation,        5, 1,  Phi,  PT, 3, 3    ; MT
Literature,         4, 0,  Cer, nil, 3, 1    ; Mys
Fighting Sail Age,  6,-1,  Sea, Ast, 1, 0    ; Nav
Mercenaries,        6,-2,  Plu,  no, 0, 0    ; NF
Laws of Motion,     3, 0,  E2,  nil, 1, 4    ; NP 		60
The Rennaissance,   6, 1,  Mys, Lit, 0, 4    ; Phi
Fine Arts,          4,-1,  Nav, Lit, 3, 1    ; Phy
Counter Reformation,4, 1,  MT,  Ref, 3, 3    ; Pla 
[(No Way)],         4, 0,  no,   no, 1, 4    ; Plu 
Tobacco Shops,      4, 0,  Mys, Hor, 0, 4    ; PT		65
Shipbuilding,       4, 1,  nil, nil, 1, 0    ; Pot
Mechanics,          5,-1,  Fli,  E1, 1, 4    ; Rad
[Railroad],         6, 0,  no,   no, 2, 1    ; RR
Hydraulics,         2, 1,  MP,  nil, 1, 4    ; Rec
Artillery Tactics,  4, 0,  Che, Cor, 3, 4    ; Ref		70
Agricultural Reform,3, 1,  E1,  San, 2, 1    ; Rfg
Reformed Monarchy,  5, 1,  MT,  Lit, 2, 1    ; Rep
Iron Foundry,       5,-2,  Mas, nil, 1, 4    ; Rob
Military Entrepeneurs,6,-2,AFl,  E2, 3, 4    ; Roc
Statesmanship,      4, 2,  Med, Eng, 2, 1    ; San	 	75
Four-Masted Sailing Ships,4,1,Map,Pot,1,0    ; Sea
Colonialism,        4, 1,  Plu,  no, 2, 4    ; SFl
Spanish Armada,     3,-2,  Nav, Ato, 2, 2    ; Sth
Military Engineering,4,-1, Phy, Inv, 1, 4    ; SE - Unused atm
Naval Entrepeneurs, 4,-1,  E1,  E2,  0, 1    ; Stl		80
Iron Works,         4, 1,  Pla, nil, 1, 4    ; Sup
Elite Military Training,6,-1,Csc,Ldr,3, 4    ; Tac
Theology,           3, 2,  MT,  Feu, 3, 3    ; The
Merchant Shipping,  4,0,   Ast, Uni, 0, 1    ; ToG
Trade Routes,       4, 2,  Cur, CoL, 2, 4    ; Tra		85
University,         5, 1,  Mat, Phi, 3, 1    ; Uni 
Craftmanship,       4,-1,  nil, nil, 1, 4    ; War
Knighthood,         4,-1,  Hor, nil, 2, 0    ; Whe
Scholarly Method,   4, 2,  Alp, nil, 3, 1    ; Wri
Industrial Reovolution Tech,1,0,FP,Rec,2,4   ; ...		90
Naval Supply System,3, 0,  Stl, Cmp, 0, 1    ; U1
Not Spanish/Portugese,3,0, no,  no,  2, 3    ; U2
Sir Francis Drake,  3, 0,  Las, Nav, 1, 2    ; U3
Not Other Europeans,3, 0,  no,  no,  2, 4    ; X1
Not Ottoman,        3, 0,  no,  no,  0, 3    ; X2		95
The British East India Company,3,0,Las,E1,1,2; X3
Not Portugese,      3, 0,  no,  no,  1, 3    ; X4
Not Habsburg,       3, 0,  no,  no,  2, 2    ; X5
Not English,        3, 0,  no,  no,  1, 2    ; X6
Not Dutch,          3, 0,  no,  no,  3, 2    ; X7		100

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Royal Court,              10, 0,    nil,
Arsenal,                  8,  1,    War,
Warehouse,               11,  1,    Mas,
Brewery,                  4,  1,    Cer,
Trade Guilds,             8,  1,    Cur,
Quadrivium,               8,  1,    Alp,
Town Hall,                8,  1,    CoL,
Fortifications,           8,  0,    War,
Water Supply,             8,  2,    Cst,
Goldsmith,                12, 3,    Ban,
Cathedral,                12, 3,    MT,
Trivium,                  16, 3,    Wri,
Sewer System,             16, 4,    MP,
Monastery,                10, 4,    The,
Iron Foundry,             50, 4,    Rob,
Iron Works,               62, 6,    Sup,
[SDI Defense],            20, 4,    no,
Unused,                   20, 2,    no,
[Power Plant],            16, 4,    no,
Water Mill,               54, 4,    E2,
[Nuclear Plant],          16, 2,    no,
Business School,          16, 4,    E2,
Paved Street,             12, 2,    Min,
Land Reform,               8, 3,    Rfg,
Tax Census,               20, 5,    Eco,
University,               16, 3,    Uni,
[SAM Missile Battery],    10, 2,    no,
Coastal Fortification,    8, 1,     Met,
Royal Mint,               62, 4,    Gen,
Harbour,                  6,  1,    Sea,
Docks,                    16, 3,    Stl,
[Airport],                16, 3,     no,
Patriarch,                6,  2,    Cmb,
Shipyard,                 8,  3,    Amp,
[SS Structural],          8,  0,     no,
[SS Component],           16, 0,     no,
[SS Module],              32, 0,     no,
(Mercantilism),           60, 0,    Cor,
[Pyramids],               20, 0,    no, ...
Discovery of the New World,20,0,    nil,
Trade Route to India,     20, 0,    Tra,
Sir Francis Drake,        20, 0,    U3,
[Great Library],          30, 0,    no,
Renaissance Humanism,     30, 0,    Las,
[Great Wall],             30, 0,    no,
Military Industrial Complexes,30,0, Tac,
Canal Network Hub,        30, 0,    Min,
Jesuit Order,             20, 0,    Pla,
Protestant Reformation,   40, 0,    MT,
Circumnavigation of the Globe,30,0, Amp, 
Spanish Armada,           40, 0,    Sth,
Mona Lisa,                30, 0,    nil,
[Leonardo's Workshop],    40, 0,    no,
Fine Arts Academy,        40, 0,    Phy,
Silk Road to China,       40, 0,    nil,
British East India Company,40,0,    X3,
Age of Enlightment,       40, 0,    FP,
[Statue of Liberty],      40, 0,    no,
The Vatican,              30, 0,    nil,
Holy Inquision,           60, 0,    Env,
[Hoover Dam],             60, 0,    no,
[Manhattan Project],      60, 0,    no,
[United Nations],         60, 0,    no,
[Apollo Program],         60, 0,    no,
Naturalis Principia Mathematica,60,0,NP,
United Provinces,         60,0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
no,         ; [Pyramids]
nil,        ; Discovery of the New World
nil,        ; Trade Route to India
nil,        ; Sir Francis Drake
no,         ; [Great Library]
nil,        ; Renaissance Humanism
no,         ; [Great Wall]
nil,        ; Military Industrial Complexes
nil,        ; Canal Network Hub
nil,        ; Jesuit Order
nil,        ; Protestant Reformation
nil,        ; Circumnavigation of the Globe
nil,        ; Spanish Armada
nil,        ; Mona Lisa
no,         ; [Leonardo's Workshop]
nil,        ; Fine Arts Academy
nil,        ; Silk Road to China
nil,        ; Treasure Fleet
nil,        ; Age of Enlightment
no,         ; [Statue of Liberty]
nil,        ; The Vatican
no,         ; Holy Inquision
no,         ; [Hoover Dam]
no,         ; [Manhattan Project]
nil,        ; United Nations
no,         ; [Apollo Program]
nil,        ; Philosophiae Naturalis Principia Mathematica
nil,        ; United Provinces


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Workers,            Exp, 0,  1.,0,  0a,1d,  2h,1f,  5,0,  5, SFl, 000000000000000 
Engineers,          nil, 0,  1.,0,  0a,2d,  2h,1f,  7,0,  5, Exp, 000000000000010 
Janissaires,        X2,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  0, Bro, 000000000000000 
Pikemen,            Chi, 0,  1.,0,  2a,4d,  2h,1f,  5,0,  1, Bro, 000010000000000 
Halberdiers,        AFl, 0,  1.,0,  4a,4d,  2h,1f,  7,0,  0, Bro, 000010000000000 
Crossbowmen,        AFl, 0,  1.,0,  4a,4d,  2h,1f,  6,0,  1, War, 000000000000000 
E Halberdiers,      AFl, 0,  1.,0,  4a,4d,  2h,1f,  6,0,  1, Las, 000010000000000 
Arquebusiers,       AFl, 0,  1.,0,  5a,3d,  2h,1f,  8,0,  0, Iro, 000000000000000 
Disease,            nil, 0,  2.,0,  5a,0d,  2h,1f,  6,0,  0, no,  001000000000000 
E Galleon,          X6,  2, 16.,0,  7a,6d,  2h,2f,  9,4,  4, Ast, 100000000001001 
Landsknechts,       X1,  0,  1.,0,  5a,3d,  2h,1f,  7,0,  0, Iro, 000000000000000 
Grenadiers,         nil, 0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, AFl, 000000000000000 
Janissaires,        X2,  0,  1.,0,  6a,3d,  2h,1f,  4,0,  0, Iro, 000000000000000 
Armed Braves,       nil, 0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, no,  000000000000000  
Ship-of-Line,       nil, 2, 18.,0, 11a,9d,  2h,3f, 14,0,  2, U1,  100000000000001
German Knight,      X1,  0,  2.,0,  5a,4d,  2h,2f, 10,0,  0, Whe, 000000000000000 
Conquistadors,      U2,  0,  2.,0,  6a,3d,  2h,1f,  9,0,  0, Hor, 000000000000000 
Dragoons,           nil, 0,  2.,0,  6a,5d,  2h,1f, 11,0,  0, AFl, 000000000000000  
Knights,            AFl, 0,  2.,0,  5a,3d,  2h,2f, 11,0,  0, Whe, 000000000000000 
Mamluk Cavalry,     X2,  0,  2.,0,  7a,5d,  2h,1f,  8,0,  0, AFl, 000000000000000 
Spahis,             X2,  0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Hor, 000000000000000 
Reiter,             X1,  0,  2.,0,  6a,4d,  2h,1f,  9,0,  0, Chi, 000000000000000 
Arab Rebels,        nil, 0,  2.,0,  5a,3d,  2h,1f,  6,0,  0, no,  000000000000000 
Bombard,            Met, 0,  1.,0,  5a,1d,  2h,2f,  8,0,  0, Mat, 000000001000000 
Field Cannon,       Tac, 0,  1.,0,  6a,1d,  2h,2f, 10,0,  0, Met, 000000001000000 
Royal Artillery,    nil, 0,  1.,0,  8a,1d,  2h,2f, 12,0,  0, Tac, 000000001000000 
African Savages,    nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, no,  000000000000000 
Landsknechts,       X1,  0,  1.,0,  4a,4d,  2h,1f,  6,0,  0, NF,  000000000000000 
S Galleon,          X5,  2, 16.,0,  7a,6d,  2h,2f,  9,4,  4, Ast, 100000000001001 
Frigate,            nil, 2, 19.,0,  9a,7d,  2h,3f, 11,0,  2, Mag, 100000000001001 
Caravel,            nil, 2, 11.,0,  3a,2d,  2h,2f,  9,2,  4, Map, 100000000101000 
Carrack,            U2,  2, 14.,0,  0a,5d,  2h,2f,  9,3,  4, Sea, 100000000001001 
War Galley,         Stl, 2,  8.,0,  5a,4d,  2h,2f,  8,0,  2, Pot, 100000000101000 
Caravel,            U2,  2, 12.,0,  4a,3d,  2h,2f,  8,2,  4, Map, 100000000001000 
Galleon,            nil, 2, 15.,0,  7a,6d,  2h,2f, 10,4,  4, Ast, 100000000001001 
War Galleon,        nil, 2, 17.,0,  9a,4d,  2h,2f,  9,0,  2, Nav, 100000000001000 
Samurai Warriors,   nil, 0,  2.,0,  6a,4d,  2h,1f,  8,0,  0, no,  000000000000000  
Native Savages,     nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  0, no,  000000000000000   
Braves Cavalry,     nil, 0,  2.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000000000000000  
Indians,            nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000000000000000  
Asian Warrior,      nil, 0,  0.,0,  3a,4d,  2h,1f,  4,0,  0, no,  000010000000000  
Privateers,         nil, 2,  5.,0,  7a,4d,  2h,2f,  8,0,  2, no,  100000000101001 
P Galleon,          X4,  2, 16.,0,  7a,6d,  2h,2f,  9,4,  4, Ast, 100000000001001 
Castle,             nil, 0,  0.,0,  0a,9d,  2h,1f, 40,0,  1, War, 000010000000000 
Fire Ship,          nil, 2, 13.,0,  7a,0d,  2h,2f,  6,0,  2, Amp, 000000000000000 
Merchantman,        nil, 2, 18.,0,  0a,3d,  2h,2f,  9,4,  4, ToG, 100000000000001
Diplomat,           nil, 0,  1.,0,  0a,0d,  1h,1f,  7,0,  6, Lab, 000000000000010 
Lancers,            AFl, 0,  2.,0,  7a,4d,  2h,1f, 10,0,  0, San, 000000000000000
Merhantmen,         Cor, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  7, Tra, 000000000000010 
Colonial Goods,     nil, 0,  2.,0,  0a,1d,  2h,1f,  8,0,  7, Cor, 000000000000010 
Missionary,         nil, 0,  2.,0,  0a,1d,  2h,1f,  5,0,  0, Env, 000001000000010 
Fluyte,             X7,  2, 19.,0,  0a,4d,  2h,2f,  7,4,  4, ToG, 100000000000001
Harquebusiers,      AFl, 0,  2.,0,  6a,4d,  2h,1f, 10,0,  0, Chi, 000000000000000 
Pirates,            nil, 0,  1.,0,  6a,5d,  2h,1f,  4,0,  1, no,  000000000000000 
Line Infantry,      nil, 0,  1.,0,  5a,5d,  2h,1f,  7,0,  1, AFl, 000000000000000 
Musketeers,         nil, 0,  1.,0,  4a,5d,  2h,1f,  7,0,  1, Feu, 000010000000000
Man-o-War,          nil, 2, 17.,0,  9a,7d,  2h,2f,  9,0,  2, Stl, 100000000001001
Improved Pikemen,   AFl, 0,  1.,0,  3a,5d,  2h,1f,  6,0,  1, Chi, 000010000000000 
S Arquebusiers,     nil, 0,  1.,0,  5a,4d,  2h,1f,  8,0,  0, Ato, 000000000000000 
Heavy Artillery,    nil, 0,  1.,0, 10a,1d,  2h,2f, 14,0,  0, Roc, 000000001000000
East Indiaman,      nil, 2, 19.,0,  4a,4d,  2h,3f,  9,6,  4, Stl, 100000000001001
Cuirassiers,        nil, 0,  2.,0,  9a,4d,  2h,1f, 12,0,  0, CA,  000000000000010

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Center of Trade,1,2,6,5,12,   no,  1, 5, 2,   no,  0,10,  0,  Hil,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Wild Horses,1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Iron Ore,   3,6,  0,1,7,
Sea Lions,  1,2,  3,1,0,
Ivory,      2,2,  1,1,5,
Peat,       2,3,  1,4,0,
Native Tribe,2,3, 1,0,4,
Fishing Banks,1,2,3,0,3,
Cactuses,   1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Moose,      2,3,  1,2,4,
Olive Trees,2,4,  1,0,5,
Iron,       3,6,  0,4,0,
Polar Bears,1,2,  2,0,4,
Noble Resources,2,2,0,5,0,
Water Fowls,2,3,  3,0,5,
Fruit,      2,3,  4,0,2,
Fisheries,  1,2,  2,2,4,




@GOVERNMENTS
Anarchy,        Lord,        Lady
Islamic Sultanate,Sultan,      Sultaniya
Absolute Monarchy,King,      Queen
[Removed],      King,        Queen
[Removed],      Prime Minister,Prime Minister
Reformed Monarchy,Consul,     Consul
[Removed],      Lord Protector,Lord Protector

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Dutch,       Dutch,     -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Ottomans,    Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 0, 1, 1, Portugese,   Portugese,  1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 2, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         0, 6, 3, European,   European,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Habsburgs,   Habsburg,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, English,    Englsih,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Cotton,
Furs,
Horses,
Cloth,
Sugar,
Lumber,
Ore,
Tools,
Wine,
Silk,
Silver,
Tobacco,
Cigars,
Gold,
Rum,
Muskets,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Discoverer
Explorer
Conquistador
Governor
Viceroy
King

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













